/*
* Copyright (c) 2010 Michael Collins
*
* This file is part of TerraFirma.
*
* TerraFirma is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* TerraFirma is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with TerraFirma.  If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef VEHICLE_H
#define VEHICLE_H

#include <physics_entity.h>

namespace game
{

    class Vehicle : public Physics_Entity
    {
    public:
        Vehicle();
        Vehicle(const fixedpoint::vec2d& p, const fixedpoint::vec2d& d, const char* n);
        virtual ~Vehicle();

        //Simple runtime type-checking mechanics
        virtual bool is_physics_ent() const {return true;}
        virtual bool is_vehicle_ent() const {return true;}
        virtual bool is_weapon_ent() const {return false;}
        virtual bool is_hud_ent() const {return false;}
        virtual uint32_t type() const {return VEHICLE;}

        uint8_t player; //The player operating the vehicle (if occupied)
        bool occupied; //Is this vehicle occupied? If not, then it is a normal physics entity
    protected:
    private:
    };

}

#endif // VEHICLE_H
